Light dynamic: Difference between revisions
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Note:This entity actually consists of two lights, a cone model light and a spot world light. Some values may affect one and not the other.
Note:For the light to work properly, the "Maximum distance" keyvalue must be greater than the distance from the entity to the surface it is supposed to light, otherwise it will not show. Also, it is recommended to set the "Light brightness" keyvalue to either 6 or 8 as it typically looks best. Normal brightness values do not apply. Finally, adjusting the angle using the circle tool in the top-right or by using the "point at" tool will only adjust the cone model, the angle keyvalue must be set manually to adjust the spot world light.
Note:For the 2013 SDK this is limited to 17 lights on at any one time so use wisely.
(r_dynamiclighting shouldn't be here actually...) |
Deprecated (talk | contribs) (Changed internal keyvalue names to use KV intn parameter, revamped flags with Fl templates, changed Targetname templates into BaseEntity templates, added outputs) |
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{{base point|light_dynamic|sprite=light}} It is an invisible light source that changes over time. Can be turned on and off through inputs, and can aim at any object, including moving ones. Dynamic lights are calculated on the fly in the game, which means they have a higher processing cost but are much more flexible than static lighting. It is also the only entity except | {{base point|light_dynamic|sprite=light}} It is an invisible light source that changes over time. Can be turned on and off through inputs, and can aim at any object, including moving ones. Dynamic lights are calculated on the fly in the game, which means they have a higher processing cost but are much more flexible than static lighting. It is also the only entity except {{ent|env_projectedtexture}} that can light up brushes in real-time (but it doesn't replace their original lighting). | ||
{{clr}} | {{clr}} | ||
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{{note|This entity actually consists of two lights, a cone model light and a spot world light. Some values may affect one and not the other.}} | {{note|This entity actually consists of two lights, a cone model light and a spot world light. Some values may affect one and not the other.}} | ||
{{note|For the light to work properly the "distance" keyvalue must be greater than the distance from the entity to the surface it is supposed to light, otherwise it will not show. Also, it is recommended to set the "brightness" keyvalue to either 6 or 8 as it typically looks best. Normal brightness values do not apply. Finally, adjusting the angle using the circle tool in the top-right or by using the "point at" tool will only adjust the cone model, the angle keyvalue must be set manually to adjust the spot world light.}} | {{note|For the light to work properly, the "'''Maximum distance'''" keyvalue must be greater than the distance from the entity to the surface it is supposed to light, otherwise it will not show. Also, it is recommended to set the "'''Light brightness'''" keyvalue to either 6 or 8 as it typically looks best. Normal brightness values do not apply. Finally, adjusting the angle using the circle tool in the top-right or by using the "point at" tool will only adjust the cone model, the angle keyvalue must be set manually to adjust the spot world light.}} | ||
{{note|For the 2013 SDK this is limited to 17 lights on at any one time so use wisely. }} | {{note|For the 2013 SDK this is limited to 17 lights on at any one time so use wisely. }} | ||
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[[Image:lightdynamic.jpg|thumb|right|300px|A example Light_dynamic with different colors]] | [[Image:lightdynamic.jpg|thumb|right|300px|A example Light_dynamic with different colors]] | ||
== Keyvalues == | == Keyvalues == | ||
{{KV|Entity to point at | {{KV|Entity to point at|intn=target|target_destination|The name of an entity in the map that the dynamic light will point at.}} | ||
{{KV|Light color | {{KV|Light color|intn=_light|color255|The RGB render color of the spotlight. Colors must be between 0 and 255.}} | ||
{{KV|Light brightness | {{KV|Light brightness|intn=brightness|integer|The intensity of the spotlight.}} | ||
{{KV|Inner (bright) angle | {{KV|Inner (bright) angle|intn=_inner_cone|integer|The angles of the inner spotlight beam. 0 makes it omnidirectional.}} | ||
{{KV|Outer (fading) angle | {{KV|Outer (fading) angle|intn=_cone|integer|The angles of the outer spotlight beam. 0 makes it omnidirectional.}} | ||
{{KV|Pitch | {{KV|Pitch|intn=pitch|integer|Used instead of Pitch Yaw Roll's value for reasons unknown. }} | ||
{{KV|Maximum distance | {{KV|Maximum distance|intn=distance|float|This is the distance that light is allowed to cast, in inches.}} | ||
{{KV|Spotlight end radius | {{KV|Spotlight end radius|intn=spotlight_radius|float|This is the radius of the light, in inches, at the object that it is hitting.}} | ||
{{KV|Appearance | {{KV|Appearance|intn=style|choices|Various Custom Appearance ([[#Appearances|see below]]) presets.}} | ||
{{light appearances}} | {{light appearances}} | ||
{{KV BaseEntity}} | |||
== Flags == | == Flags == | ||
{{Fl|1|Do not light [[worldspawn|world]] (better perf)}} | |||
{{Fl|2|Do not light models}} | |||
{{Fl|4|Add [[Displacement#Blended_displacement_materials_.28alpha_channel_painting.29|Displacement Alpha]]}} | |||
{{Fl|8|Subtract Displacement Alpha}} | |||
==Inputs== | ==Inputs== | ||
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{{IO|TurnOff|Turn the light on.}} | {{IO|TurnOff|Turn the light on.}} | ||
{{IO|Toggle|Toggle the light on/off.}} | {{IO|Toggle|Toggle the light on/off.}} | ||
{{I | {{I BaseEntity}} | ||
{{ | |||
==Outputs== | |||
{{O BaseEntity|l4d=1}} | |||
== Console commands == | == Console commands == | ||
{{IO|r_dynamic|param=bool|Enables dynamic lights.}} | |||
{{IO|r_dynamiclighting|param=bool|Enables [[Naming Lights|toggled lights]].}} | |||
{{IO|r_maxdlights|param=int|Sets the maximum amount of dynamic lights.}} | |||
== See also == | == See also == |
Revision as of 07:47, 28 January 2021
Template:Base point It is an invisible light source that changes over time. Can be turned on and off through inputs, and can aim at any object, including moving ones. Dynamic lights are calculated on the fly in the game, which means they have a higher processing cost but are much more flexible than static lighting. It is also the only entity except env_projectedtexture that can light up brushes in real-time (but it doesn't replace their original lighting).



Keyvalues
- Entity to point at (target) <targetname>
- The name of an entity in the map that the dynamic light will point at.
- Light color (_light) <color255>
- The RGB render color of the spotlight. Colors must be between 0 and 255.
- Light brightness (brightness) <integer>
- The intensity of the spotlight.
- Inner (bright) angle (_inner_cone) <integer>
- The angles of the inner spotlight beam. 0 makes it omnidirectional.
- Outer (fading) angle (_cone) <integer>
- The angles of the outer spotlight beam. 0 makes it omnidirectional.
- Pitch (pitch) <integer>
- Used instead of Pitch Yaw Roll's value for reasons unknown.
- Maximum distance (distance) <float>
- This is the distance that light is allowed to cast, in inches.
- Spotlight end radius (spotlight_radius) <float>
- This is the radius of the light, in inches, at the object that it is hitting.
- Appearance (style) <choices>
- Various Custom Appearance (see below) presets.
Flags
- Do not light world (better perf) : [1]
- Do not light models : [2]
- Add Displacement Alpha : [4]
- Subtract Displacement Alpha : [8]
Inputs
- Color <color255 >
- Set the light's render color (R G B).
- brightness <integer >
- Set the light brightness.
- distance <float >
- Set the maximum light distance.
- _inner_cone <integer >
- Set the inner (bright) angle.
- _cone <integer >
- Set the outer (fading) angle.
- spotlight_radius <float >
- Set the radius of the spotlight at the end point.
- style <integer >
- Change the lightstyle (see Appearance field for possible values).
- TurnOn
- Turn the light off.
- TurnOff
- Turn the light on.
- Toggle
- Toggle the light on/off.
Outputs
Console commands
- r_dynamic <boolean >
- Enables dynamic lights.
- r_dynamiclighting <boolean >
- Enables toggled lights.
- r_maxdlights <integer >
- Sets the maximum amount of dynamic lights.